Browsing the archives for the game design category
Browsing the archives for the game design category
In which we explain the single player game mode and how it came to us.
In which we talk about fauna and flora, birch trees and new environments, more design sessions, more iterations, predators and fish.
In which we talk about new modes, new levels, new maps, new critters, better menus, better wind and a detailed major plan of everything. And our secret platform.
In which we talk about the weather, open vacancies, user tests, woodland creatures, sounds and game developer conferences!
In which we talk about new levels, new editor extensions, new behavior and animations.
Felix talks about our latest game and brainstorming sessions, in which we’ve cut previously important features and followed the principle of Design by Subtraction.
We’re talking about psycho session, design sessions, game jams and sad bamboo!
This is our first update of our weekly achievements. Read more about our editor, added features and our re-vamped website.
I don’t believe in off-the-shelf design methods. So we tailored our own. Here’s how we scrum.
The beginning of the quest for finding a GUI solution for our live editor.